diff --git a/handheld/agb001-gba-color-motionblur.slangp b/handheld/agb001-gba-color-motionblur.slangp new file mode 100644 index 0000000..5079c57 --- /dev/null +++ b/handheld/agb001-gba-color-motionblur.slangp @@ -0,0 +1,15 @@ +shaders = 3 + +shader0 = ../motionblur/shaders/response-time.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/mgba/agb001.slang +filter_linear1 = false +scale_type1 = source +scale1 = 4.0 + +shader2 = shaders/color/gba-color.slang +filter_linear2 = true +scale_type2 = viewport diff --git a/handheld/agb001.slangp b/handheld/agb001.slangp new file mode 100644 index 0000000..04207e9 --- /dev/null +++ b/handheld/agb001.slangp @@ -0,0 +1,10 @@ +shaders = 2 + +shader0 = shaders/mgba/agb001.slang +filter_linear0 = false +scale_type0 = source +scale0 = 4.0 + +shader1 = ../stock.slang +filter_linear1 = true +scale_type1 = viewport diff --git a/handheld/ags001-gba-color-motionblur.slangp b/handheld/ags001-gba-color-motionblur.slangp new file mode 100644 index 0000000..ca011d3 --- /dev/null +++ b/handheld/ags001-gba-color-motionblur.slangp @@ -0,0 +1,20 @@ +shaders = 4 + +shader0 = ../motionblur/shaders/response-time.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/mgba/ags001.slang +filter_linear1 = false +scale_type1 = source +scale1 = 4.0 + +shader2 = shaders/color/gba-color.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 + +shader3 = shaders/mgba/ags001-light.slang +filter_linear3 = true +scale_type3 = viewport diff --git a/handheld/ags001.slangp b/handheld/ags001.slangp new file mode 100644 index 0000000..018dcac --- /dev/null +++ b/handheld/ags001.slangp @@ -0,0 +1,10 @@ +shaders = 2 + +shader0 = shaders/mgba/ags001.slang +filter_linear0 = false +scale_type0 = source +scale0 = 4.0 + +shader1 = shaders/mgba/ags001-light.slang +filter_linear1 = true +scale_type1 = viewport diff --git a/handheld/sameboy-lcd-gbc-color-motionblur.slangp b/handheld/sameboy-lcd-gbc-color-motionblur.slangp new file mode 100644 index 0000000..c1fbae8 --- /dev/null +++ b/handheld/sameboy-lcd-gbc-color-motionblur.slangp @@ -0,0 +1,15 @@ +shaders = 3 + +shader0 = ../motionblur/shaders/response-time.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/sameboy-lcd.slang +filter_linear1 = false +scale_type1 = viewport +scale1 = "1.0" + +shader2 = shaders/color/gbc-color.slang +filter_linear2 = false +scale_type2 = viewport diff --git a/handheld/sameboy-lcd.slangp b/handheld/sameboy-lcd.slangp new file mode 100644 index 0000000..9531ad6 --- /dev/null +++ b/handheld/sameboy-lcd.slangp @@ -0,0 +1,6 @@ +shaders = 1 + +shader0 = shaders/sameboy-lcd.slang +filter_linear0 = false +scale_type0 = "viewport" +scale0 = "1.0" diff --git a/handheld/shaders/mgba/agb001.slang b/handheld/shaders/mgba/agb001.slang new file mode 100644 index 0000000..164ebf6 --- /dev/null +++ b/handheld/shaders/mgba/agb001.slang @@ -0,0 +1,57 @@ +#version 450 + +/* + AGB-001 shader + A glorious recreation of the original Game Boy Advance + Author: endrift + License: MPL 2.0 + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec4 color = texture(Source, vTexCoord); + vec3 arrayX[4]; + arrayX[0] = vec3(1.0, 0.2, 0.2); + arrayX[1] = vec3(0.2, 1.0, 0.2); + arrayX[2] = vec3(0.2, 0.2, 1.0); + arrayX[3] = vec3(0.4, 0.4, 0.4); + vec3 arrayY[4]; + arrayY[0] = vec3(1.0, 1.0, 1.0); + arrayY[1] = vec3(1.0, 1.0, 1.0); + arrayY[2] = vec3(1.0, 1.0, 1.0); + arrayY[3] = vec3(0.8, 0.8, 0.8); + color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16); + color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))]; + color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))]; + color.a = 0.5; + FragColor = color; + +} diff --git a/handheld/shaders/mgba/ags001-light.slang b/handheld/shaders/mgba/ags001-light.slang new file mode 100644 index 0000000..8292e59 --- /dev/null +++ b/handheld/shaders/mgba/ags001-light.slang @@ -0,0 +1,74 @@ +#version 450 + +/* + AGS-001 shader + A pristine recreation of the illuminated Game Boy Advance SP + Author: endrift + License: MPL 2.0 + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +layout(push_constant) uniform Push +{ + float reflectionBrightness; + float reflectionDistanceX; + float reflectionDistanceY; + float lightBrightness; +} params; + +#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01 +#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005 +#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005 +#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01 + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +const float speed = 2.0; +const float decay = 2.0; +const float coeff = 2.5; + +void main() +{ + vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY); + float sp = pow(speed, params.lightBrightness); + float dc = pow(decay, -params.lightBrightness); + float s = (sp - dc) / (sp + dc); + vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s); + radius = pow(abs(radius), vec2(4.0)); + vec3 bleed = vec3(0.12, 0.14, 0.19); + bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2); + + vec4 color = texture(Source, vTexCoord); + color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5))); + + vec4 reflection = texture(Source, vTexCoord - reflectionDistance); + color.rgb += reflection.rgb * params.reflectionBrightness; + color.a = 1.0; + FragColor = color; + +} diff --git a/handheld/shaders/mgba/ags001.slang b/handheld/shaders/mgba/ags001.slang new file mode 100644 index 0000000..bcca6ea --- /dev/null +++ b/handheld/shaders/mgba/ags001.slang @@ -0,0 +1,57 @@ +#version 450 + +/* + AGS-001 shader + A pristine recreation of the illuminated Game Boy Advance SP + Author: endrift + License: MPL 2.0 + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec4 color = texture(Source, vTexCoord); + vec3 arrayX[4]; + arrayX[0] = vec3(1.0, 0.2, 0.2); + arrayX[1] = vec3(0.2, 1.0, 0.2); + arrayX[2] = vec3(0.2, 0.2, 1.0); + arrayX[3] = vec3(0.4, 0.4, 0.4); + vec3 arrayY[4]; + arrayY[0] = vec3(1.0, 1.0, 1.0); + arrayY[1] = vec3(1.0, 1.0, 1.0); + arrayY[2] = vec3(1.0, 1.0, 1.0); + arrayY[3] = vec3(0.9, 0.9, 0.9); + color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6)); + color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))]; + color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))]; + color.a = 0.8; + FragColor = color; + +} diff --git a/handheld/shaders/sameboy-lcd.slang b/handheld/shaders/sameboy-lcd.slang new file mode 100644 index 0000000..a7f8b73 --- /dev/null +++ b/handheld/shaders/sameboy-lcd.slang @@ -0,0 +1,120 @@ +#version 450 + +/* + SameBoy LCD shader + Author: LIJI32 + License: MIT + + Copyright (c) 2015-2016 Lior Halphon + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define COLOR_LOW 0.8 +#define COLOR_HIGH 1.0 +#define SCANLINE_DEPTH 0.1 + +void main() +{ + vec2 pos = fract(vTexCoord * global.SourceSize.xy); + vec2 sub_pos = fract(vTexCoord * global.SourceSize.xy * 6); + + vec4 center = texture(Source, vTexCoord); + vec4 left = texture(Source, vTexCoord - vec2(1.0 / global.SourceSize.x, 0)); + vec4 right = texture(Source, vTexCoord + vec2(1.0 / global.SourceSize.x, 0)); + + if (pos.y < 1.0 / 6.0) { + center = mix(center, texture(Source, vTexCoord + vec2(0, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0); + left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0); + right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0); + center *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + } + else if (pos.y > 5.0 / 6.0) { + center = mix(center, texture(Source, vTexCoord + vec2(0, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0); + left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0); + right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0); + center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + } + + + vec4 midleft = mix(left, center, 0.5); + vec4 midright = mix(right, center, 0.5); + + vec4 ret; + if (pos.x < 1.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1), + vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), + sub_pos.x); + } + else if (pos.x < 2.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), + vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), + sub_pos.x); + } + else if (pos.x < 3.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), + vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1), + sub_pos.x); + } + else if (pos.x < 4.0 / 6.0) { + ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1), + vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1), + sub_pos.x); + } + else if (pos.x < 5.0 / 6.0) { + ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1), + vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), + sub_pos.x); + } + else { + ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), + vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1), + sub_pos.x); + } + + FragColor = ret; +}